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Hey!

Do you still have the problem?

I’ve never used Godot, so I wouldn’t know what the issue is, I will need a few days to look into it.

Yeah the problem isn't inside of godot but rather inside of blender itself. the mesh and skeleton apparently had a scale of .526 applied to them, so i did a select all -> ctrl+a -> apply transform and it seemed to fix it, but i'd make sure that you test it out yourself for godot.